There are many game-states where 2-4 burn damage is the difference between winning and losing. He has a huge statline as well as a destructive Play effect – once you’ve played at least four landmarks, Stonebreaker deals four to an enemy unit and two to the enemy Nexus on play.Īs this large unit comes down you’re removing a unit, gaining a tempo swing, and burning your opponent down. Stonebreaker is one of my favorite cards in the game. If you’re able to play the Herald and have one or both champions on the board, the game is surely coming to a close in the next attack or two. Granting Malphite and Taliyah Overwhelm and +2/+2 allows us to punch through any blockers. Herald of the Magus turns our champions into ascended gods – I like to call this our “Level 3 champions” buff. Usually coming down with a wock-solid 3/3 statline, not many units can take on this little guy with ease.Ĭhip is our first line of defense against aggro and midrange decks, and he also applies a lot of pressure – taking two hits from this rock means you’re already at fourteen health. It has more value as a landmark than as a unit!Ĭhip is in my opinion the best one-drop in the game. If you can kill the Devout by blocking, I would generally do so and save as much life as possible. This card allows us to get on board, trade into a unit or chump-block, and it continues to generate value by summoning a Sarcophagus after it dies.Įndless Devout can also be used to create some nasty tempo plays with Rite of the Arcane, and our opponents will go out of their way to not block or kill the Devout, in an attempt to prevent you from getting value. We can also play Rock Hopper before our Malphite turn, or before we use Unstoppable Force to give any unit the opponent summons Vulnerable, letting us pull it away and clear the path for our larger units to slam face!Įndless Devout is a key part of the deck. Sometimes they do not have the choice, and have to play into Roiling Sands granting their crucial unit Vulnerable, allowing us to remove it through combat. It does this by forcing our opponent to summon an important unit later that they would normally want to, in order to prevent it from getting Vulnerable. Rock Hopper gives us a really great early-game unit, while also summoning a Roiling Sands that allows us to control the tempo of the game. We also have a couple of units that generate landmarks that we can work with. Follow it up with a Taliyah to copy Salt Spire for the last landmark needed.Īfter we land the combo, we will be granting the strongest ally +4+4, usually resulting in one 9/8 and one 5/4 Grumpy Rockbear for a huge tempo swing.Then we can play Salt Spire on round four, and.Then we can summon Rock Hopper or Preservarium on round two/three.
On round one we play Ancient Preparations ,.
We need to reach its condition of having summoned four landmarks, which is really easy for us: This can be particularly strong when we’re against slower decks.
If we have no other landmarks for Taliyah to copy, we can always copy Preservarium and start to out-value our opponents. Preservarium is our main way to draw cards, and helps us dig into our deck to find our combo pieces. Don’t be afraid to block with these at will! It also gives us an early unit, Clockling, to help us get to our later turns. Ancient Preparations allows us to search for the combo pieces that we need, the combo being Salt Spire and Taliyah, and thus provides our deck with quite a bit of consistency.